// This is the top level collision call for the time step. Here // all the narrow phase collision is processed for the world // contact list. void ContactManager::Collide() { // Update awake contacts. Contact* c = m_contactList; while (c) { Fixture* fixtureA = c->GetFixtureA(); Fixture* fixtureB = c->GetFixtureB(); s32 indexA = c->GetChildIndexA(); s32 indexB = c->GetChildIndexB(); Body* bodyA = fixtureA->GetBody(); Body* bodyB = fixtureB->GetBody(); // Is this contact flagged for filtering? if (c->m_flags & Contact::filterFlag) { // Should these bodies collide? if (bodyB->ShouldCollide(bodyA) == false) { Contact* cNuke = c; c = cNuke->GetNext(); Destroy(cNuke); continue; } // Check user filtering. if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false) { Contact* cNuke = c; c = cNuke->GetNext(); Destroy(cNuke); continue; } // Clear the filtering flag. c->m_flags &= ~Contact::filterFlag; } bool activeA = bodyA->IsAwake() && bodyA->m_type != staticBody; bool activeB = bodyB->IsAwake() && bodyB->m_type != staticBody; // At least one body must be awake and it must be dynamic or kinematic. if (activeA == false && activeB == false) { c = c->GetNext(); continue; } s32 proxyIdA = fixtureA->m_proxies[indexA].proxyId; s32 proxyIdB = fixtureB->m_proxies[indexB].proxyId; bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB); // Here we destroy contacts that cease to overlap in the broad-phase. if (overlap == false) { Contact* cNuke = c; c = cNuke->GetNext(); Destroy(cNuke); continue; } // The contact persists. c->Update(m_contactListener); c = c->GetNext(); } }
void ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB) { FixtureProxy* proxyA = (FixtureProxy*)proxyUserDataA; FixtureProxy* proxyB = (FixtureProxy*)proxyUserDataB; Fixture* fixtureA = proxyA->fixture; Fixture* fixtureB = proxyB->fixture; s32 indexA = proxyA->childIndex; s32 indexB = proxyB->childIndex; Body* bodyA = fixtureA->GetBody(); Body* bodyB = fixtureB->GetBody(); // Are the fixtures on the same body? if (bodyA == bodyB) { return; } // TODO_ERIN use a hash table to remove a potential bottleneck when both // bodies have a lot of contacts. // Does a contact already exist? ContactEdge* edge = bodyB->GetContactList(); while (edge) { if (edge->other == bodyA) { Fixture* fA = edge->contact->GetFixtureA(); Fixture* fB = edge->contact->GetFixtureB(); s32 iA = edge->contact->GetChildIndexA(); s32 iB = edge->contact->GetChildIndexB(); if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB) { // A contact already exists. return; } if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA) { // A contact already exists. return; } } edge = edge->next; } // Does a joint override collision? Is at least one body dynamic? if (bodyB->ShouldCollide(bodyA) == false) { return; } // Check user filtering. if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false) { return; } // Call the factory. Contact* c = Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator); if (c == NULL) { return; } // Contact creation may swap fixtures. fixtureA = c->GetFixtureA(); fixtureB = c->GetFixtureB(); indexA = c->GetChildIndexA(); indexB = c->GetChildIndexB(); bodyA = fixtureA->GetBody(); bodyB = fixtureB->GetBody(); // Insert into the world. c->m_prev = NULL; c->m_next = m_contactList; if (m_contactList != NULL) { m_contactList->m_prev = c; } m_contactList = c; // Connect to island graph. // Connect to body A c->m_nodeA.contact = c; c->m_nodeA.other = bodyB; c->m_nodeA.prev = NULL; c->m_nodeA.next = bodyA->m_contactList; if (bodyA->m_contactList != NULL) { bodyA->m_contactList->prev = &c->m_nodeA; } bodyA->m_contactList = &c->m_nodeA; // Connect to body B c->m_nodeB.contact = c; c->m_nodeB.other = bodyA; c->m_nodeB.prev = NULL; c->m_nodeB.next = bodyB->m_contactList; if (bodyB->m_contactList != NULL) { bodyB->m_contactList->prev = &c->m_nodeB; } bodyB->m_contactList = &c->m_nodeB; // Wake up the bodies if (fixtureA->IsSensor() == false && fixtureB->IsSensor() == false) { bodyA->SetAwake(true); bodyB->SetAwake(true); } ++m_contactCount; }